TORG Discussion Forum Latest Topicshttp://www.d6online.com/forum/17-torg-discussion-forum/TORG Discussion Forum Latest TopicsenCyberhandshttp://www.d6online.com/topic/3064-cyberhands/
A friend was building a character recently, and was looking at Cyberhands (Tharkold list). The hands, like all cyberlimbs offer a Strength bonus. It occurs to me, wouldn't cyberhands make more sense to be Dexterity bonus? Or is it required that a STR+3 arm have a STR+3 hand in order to have a STR+3 grip?
]]>3064Wed, 16 Aug 2017 20:09:45 +0000Aka and Coarhttp://www.d6online.com/topic/3063-aka-and-coar/
The three alignments of the Space Gods were confusing and contradictory. Example:

According to the Clerics SB greed is an aspect of Coar, as it is of the Nameless One and a passion. But according to the Space Gods Realmbook it is a selfish trait and an aspect of Aka - as evidenced by the fact that servants of the Kanawa Corporation, compelled by the Law of Profit, are Aka.

I am seeking to revise Aka and Coar (Zinatt as the middle ground seems all right as is) for my Star Sphere Cosmbook. I want to define Aka is self over all, with it's exemplars being masters of mental pursuits, while baser Aka are driven merely by selfishness. Coar in its lowest form is about destruction; but it is also about the group. Exemplars guide the group to use each member to the fullest and best achieve the goals of the group. Pure Communism is a form of Coar.

Thoughts or suggestions appreciated.

]]>3063Wed, 02 Aug 2017 10:33:40 +0000Hrockt Weapons Upgradehttp://www.d6online.com/topic/3058-hrockt-weapons-upgrade/
I was contemplating the Jakatt spears and clubs. These are Axiom 22 (or thereabouts) prayers. For that, they do not require Focus, and are very easy. But, they are pass/fail. And spears and clubs aren't much use against medieval or modern+ armor. Of course, the rules limit the effectiveness of contradictory armor. But, spend 1P or have a talisman and you can ignore that.

So, my proposal is, on a Good or better success, the weapon gains the Armor Defeating Attack property (as the Horror power, i.e. ignore up to 10 adds armor). I'd considered a qualifier about living armor (i.e. anything created by Jakatt prayers). But that would also mean Monitor Kinetic Armor would be exempt.

]]>3058Sat, 24 Jun 2017 06:53:42 +0000Magic and the Nethttp://www.d6online.com/topic/3059-magic-and-the-net/
The GodNet SB states that magic can be used in the GodNet. But each skill counts as one 'tool' from the limit imposed by your Mind value on the Push Table. And the Effect Values are limited to the relevant skill's base attribute (+5 because the book forgot to take into account the Law of Heretical Magic). Miracles are not limited. And in Tharkold, it specifies that Pain Weapons (which exist physically not virtually) can also be used in the Grid at full effect. But no rules for magic or miracles in Tharkold SB.

Now I was looking at the Gatekeeper program, which hurls bolts of Lightning (Net Attack:Fire - I'm assuming that means Fire Combat). And I had a thought. Technomancers gain an option, rather than the normal skills when computing their Net Values, they may use their Magic skills.

Net Attack - Apportation for ranges, Alteration of Conjuration for melee. The attack is a Fireball, Lightning Bolt, or other known or Spellchipped spell.

Net Defense - most likely Alt. Their Defense is a Earth Shield or other protective spell.

Net Find and Track - Divination

Net Stealth and Manipulation - most probably Alt.

The technomancer may use a number of spell chips equal to their tools limit, which must be jacked into themselves or the deck (extra jack slots cost $100 each). They must use chips, to bring the spell components into VX reality. Each spell constitutes a 'program', and its benefit is determined by the data size occupied. i.e. a Conjured Fireball might be Onslaught 5(4) or a Mystic Shield as Armor 3(2). The spells still function mechanically like a normal program, but the technomancer looks different from a standard decker, and has the option of using their best skills instead of melee weapons, dodge, or stealth.

]]>3059Sat, 24 Jun 2017 07:07:21 +0000I have you nowhttp://www.d6online.com/topic/2933-i-have-you-now/I only played TORG a few times when it first came out, but I have been collecting WEG RPGs so have been on the lookout for a good deal on a complete TORG box set.

I finally acquired the original TORG box set. I found it sealed in plastic bag in a locked cabinet at one of my local Half-Price books stores with a $35 price tag. The box was in pretty good shape, and I had a coupon that gave me 50% off one item. So after tax I paid less than $20.00.

The inner contents are in near-mint condition. It is obvious that this game only had one previous owner and was never played, only gently read. The drama deck cards were punched out but all perfect. And I made sure not a single one was missing, including the several blank ones they give you. Everything was accounted for except for the d20 (which was specified as missing on the price sticker).

Score! Now I can say my RPG collection has every WEG game (except not every published worldbook for Masterbook). Now that I have the TORG box set, I plan on getting Kansas Jim's rules upgrade book to go with it. That should give me just about every major published edition of every WEG game. I may also get a setting book for the pulp Egypt reality because that was the most interesting TORG cosm to me.

Question for you TORG guys: What type of d20 came with the original box set so I can try to buy a replacement as close as possible to the original die? Thanks!

]]>2933Thu, 28 Aug 2014 02:39:43 +0000Spell Shield vs Impressed Spellshttp://www.d6online.com/topic/3045-spell-shield-vs-impressed-spells/
Spell Shield and Ward Arcana increase the difficulty of using a spell against the cleric and his allies. But what about spells that were already cast before the miracle is invoked?

example 1) Mage has an Impressed Conjured Fireball. The spell was already successfully cast at the time it was impressed. So Even on a Spectacular success (DN+9 for SS, DN+20 for WA) neither of these miracles will affect the spell when it is released.

example 2) Mage casts Lightning (which produces 4 bolts usable over 4 rounds). The next round the Cleric puts up the defense. Too late, does nothing, because the spell was already cast.

Suggested fix) When Spell Shield or Ward Arcana is activated, any such spells are affected thusly: the DN modifier is subtracted from the bonus number generated when releasing the spell. If this results in a negative number, the spell fails, with the usual results.

Side note: I notice that these both only affect the Difficulty. So these prayers would not affect a Mathematics/Astronomy total, or Backlash for standard spells.

]]>3045Wed, 31 May 2017 08:37:36 +0000Green Dragon's Cosmbookshttp://www.d6online.com/topic/2884-green-dragons-cosmbooks/I've debated whether or not to post these. Not sure if there was an interest, and concerned about the copied information from actual sources - or borrowed from other authors (mainly Apeiros). But I'm interested to see some reactions so I'm going to go ahead.

Legal disclaimer: any information copied from the existing books was copyright of WEG, and is now owned by whoever bought it. This was a fan project for my personal use, and shared freely. Translation: if I've shared too much copyrighted information, please accept my apologies.

Also some informationin the Kadandra CB is heavily based on, or outright copied from Apeiros own documents, from his website. I took his work as inspiration, and worked with it for my own take. Any such information, such as axioms/WLs and some proper nouns, are his and in no way am I claiming credit for them. Again, I'm sharing this as one fan to others, and I hope it is received as such. Apeiros/Jasyn, I hope you don't mind, and really hope you like what I did with the place.

Kadandra came out to a 9 page document. It was exceptionally short as most of the equipment, cybernetics, and special rules, are unchanged from Tharkold. There is a Fashionware implant type that is adult in nature, Administrator/Moderator, if it is offensive please let me know and I will remove the text from that section.

Also: the Emergency Robot is the Protectionist from Creatures of Tharkold. When using the revamped Techno-demons, with the reduced stats, these robots need to have their Energy Weapons skill reduced to 17. This should probably be done for both realities anyway.

I'm nearly finished with Marketplace (about 20 pages without the copied pages from NT:SB) and will post it in a few days if I get some positive feedback from this one.

]]>2884Sat, 15 Mar 2014 02:18:21 +0000The Storm-crossedhttp://www.d6online.com/topic/2983-the-storm-crossed/The Possibility Wars have seen a lot of weird things in their wake. Cybernetic Ninja Werewolves. Elven Movie Producers. Even the adorable horror that was Skippy. As part of a seemingly endless permutation of genre-blending strangeness, there are the Storm-crossed. The SCs are beings who have somehow transformed to a mixed reality. As such they gain the highest Axioms of each realitz. Some transformed into an SC in the Berlin Storm Zone (Nile/Tharkold) would have the following axioms: Magic 12; Social 20; Spirit 17 and Tech 26. All applicable World Laws would also apply to SCs.

This flexibility does not come without costs. Should an SC need to make a reconnection check, they use the highest difficulty of their two realities on the chart. A Nile/Tharkold SC who tries to reconnect in the Cyberpapacy would face a diffculty of 8 (as per the Nile Empire) instead of a 6 (as per Tharkold). Aside from their "home" or other matching mixed zones, this situation applies everywhere, included the cosms and realms of the realities that are mixed within the SC. So, if our Nile/Tharkold SC traveled to Tharkold, he'd have a reconnection number of 3 despite being a "native" there. If he traveled to the Nile Empire his reconnection difficulty would be 8.

He suffers other problems, too. In an invoked reality storm the SC only gets the +3 for "home turf" if he is in an appropriate mixed zone and not facing a person from either of the zone's realities (neither party gains the advantage in that case). If he is facing an opponent from one of his two realities, he can only drain them of Possibilities (or add to his own store). He cannot transform them to either his mixed reality or to a differing reality. So, if a Nile/Tharkold SC was in a storm with a Nile villain, he could not transform the villain to the Tharkold reality. Instead the storm conflict would end once the SC was transformed or his opponenet's Possibilities were reduced to 0. In the previous example though, the villain, could transform the SC to the Nile reality and would have an easier time doing so. An SC suffers a penalty of +2 difficulty when making Reality rolls in a situation involving one of their mixed realities, especially reality storms (The Everlaw of One really "hates" SCs). The upshot of this is that if the above reality storm conflict were occurring in the Nile, the villain would be getting an effect +5 bonus in the conflict.

As if that weren't enough Storm Knight SCs using the Group Powers, Create Hardpoint and Create Talisman to make hardpoints or talismans of his mixed reality suffer a +5 to the base difficulty and the use cost is doubled.

So how does one "make" a Stormcrossed. First, consider that they are very rare. A natural SC has to be transformed while in a natural (not invoked) storm in a mixed zone. Following from that, the would be SC cannot be a native to either of the realities in the zone. If a Nile Fast Hero, a Tharkold Race Warrior and a Living Land Human Optant go through a storm in the Berlin Zone, the Hero and Warrior will escape relative unscathed. The Optant, however, may have a completely different outlook on the when he emerges.

]]>2983Sun, 22 Nov 2015 14:55:27 +0000WiFi and the Nethttp://www.d6online.com/topic/2930-wifi-and-the-net/I was thinking about this the other day. Real world tech vs. what the writers could conceive of 20 years ago. And I'm thinking about a revision to my Kadandra Cosmbook to reflect this idea. Though I'm concerned it might need to make Kadandra Tech 27.

Real world, computers, and everything with a computer in it, can be wireless. But GodNet/Grid, Smartguns, and CyberControls, all use a jack/wire connection. Then I thought about upgrades in later Cyberpunk 2020 and more importantly CyberGeneration.

In CGen they introduced Virtuality. Instead of a Jack implant, everyone had a Neural Node, or a Trode-like device applied to he skull. With this, the Net could overlay Virtual images directly over the Physical world. So a theater would have a plain facade, and the a VX Facade in place of a Marquee visible to everyone with a link. Or Virtual Traffic Signs which can change as needed. Or redesigning your plain apartment to look like ancient Rome. etc.

Similar tech in CP2020 allowed for a "bluetooth" connection with one's machines.

The Cyberpapacy, with its primitive Cyber wouldn't have anything so impressive. Tharkold you would want Hardwired, to prevent hacking. But Kadandra is a more Utopian world than Tharkold (of course Marketplace is a Utopian world compared to Tharkold, so that's not saying much). Such tech could easily be a part of Kadandran society.

But, would it still be possible at Tech 26? It does seem a bit like "implants that imitate psionics" which is a Tech 26 criteria.

]]>2930Sat, 16 Aug 2014 00:19:31 +0000Orrorsh in Core Earth idea: Dionaea Househttp://www.d6online.com/topic/2837-orrorsh-in-core-earth-idea-dionaea-house/Just click and go through it and you'll see what I mean.

Let's start with Up. A Vampyre may have Up:Night, and Weakness:Day (Stymie or Severe - aka damage). Does this mean he has one up, and loses his first roll again? Or does he roll again every round at night, and is stymied all day? The latter makes more sense - especially for the flaw - but seems too powerful.

Resistance to Normal Weapons turns five wounds to shock points. Is this per attack, or total? Again if it is constant, it seems very powerful.

The Difficulty of the skill check he just rolled - i.e. the target's skill value.

Really? For a Possibility, they don't get anything else? Not even the benefits of Weakness Probe? At best - if using House Rules, such as mine, where the character has 1 Maneuver per Add, AND Initiative is based on AGI (DEX in standard) not the cards, the user can determine Skill Adds, and thus know how many maneuvers the target has.

I would suggest that either the P cost be removed. Or the Maneuver give an Improved version of Weakness Probe in addition to the Target's skill (bonus to attack or defense - either a fixed value for the duration of this combat, or a single use level of success bonus).

Or that the check act as a sort of Scholar:Martial Arts, and reveal what Maneuvers the target knows. Or some combination thereof.

Has anyone else made a modification to Judge?

Side note: I looked at the Tokyo MA Styles again. None of them exist real world, and all the names are nonsensical. They should all have prerequisites/requirements (at least one, most two, and some 3). And none have any setting context. They exist to contain at least one maneuver from the new maneuvers in that book.

]]>2975Thu, 10 Sep 2015 20:24:32 +0000Redesigning Tharkoldhttp://www.d6online.com/topic/2968-redesigning-tharkold/I'd had an interesting idea. It can't be reverse engineered into existing games, and requires a lot of rewriting of things but might make Tharkold a bit less broken.

Do away with "Tharkold" entirely, and incorporate it into Magna Verita. Perhaps Malraux tried to invade Kadandra instead of Kranod, and the Cyberpapacy happened as a result of that.

Basically use Cyberpapacy Axioms and World Laws - maybe a slightly higher Magic axiom. Emphasize the Apocalypse. And the Devil's Footsoldiers are Techno-Demons, armed with Occultech. The benefits of Law of Ferocity get worked in as Natural Tools of the demons, maybe some elements of Domination as well.

Human society is essentially the Cyberpapacy as presented, for which Players can be sympathetic. And the forces of the Antichrist and Satan include not "Demon Lords" or "Princes" with names like "Thratchen" or "Kranod" but "Asmodeus", "Mephistopheles" and the other "Dukes" and "Princes" of Hell.

Just a random idea I had and mulled for a bit.

]]>2968Sun, 02 Aug 2015 01:28:24 +0000Some new Torg news coming?http://www.d6online.com/topic/2965-some-new-torg-news-coming/A friend who's in a Google+ Torg group passed along a cryptic message that was posted there yesterday, it said

"The Storm Has a Name...Find out more on Tuesday, July 21st...or at GenCon 2015!"

and was accompanied by a picture of two red and blue d20s.

Maybe it's only going to be some Torg dice being made, maybe Ulisses Spiele is finally doing something with the property. I've been hoping that the game's 25th anniversary wouldn't pass without something happening, so perhaps tomorrow will have some interesting news.

To understand this cosm, you must know this: the dead never rot in Tharkold.

You can burn the bodies with fire or plasma, hack them apart with a sword or an axe, even feed them to a creature or a hound. But left on their own, human bodies never rot in Tharkold.

Abandoned buildings never collapse in Tharkold. Though the Spasm happened five centuries ago, the cities of the Great Age of the Race are as vast and glorious as they ever were, monuments to a time of majesty and peace.

You can kick down doors, crash a speeder through a wall, even blow up a building (given enough explosives). But left alone, buildings simply do not crumble and fall. Abandoned buildings never collapse in Tharkold.

Salvage doesn't rust or decay in Tharkold. The empty cities of the Great Age are filled with relics of the time before the Spasm. The relics sit there, year after year, and the wind blows, and the rain falls, and the sun rises and sets, but the relics never tarnish or corrode or age. Time passes in the cities, but time never seems to have its say. Salvage doesn't rust or decay in Tharkold.

In Tharkold there are empty cities and in the cities there are spires, tall and majestic, built using ancient knowledge now forgotten. In these spires are fallen men lying in the dust, their bodies nearly as fresh as the day they were slain — five centuries ago.

And in their hands are tools that can't be made anymore, but which can work wonders. And in the cities there are technomagical monsters and in the skies above technodemons and other dark flying things. And people come here to salvage, but very warily.

Warily, because the dead never rot in Tharkold. But sometimes, just sometimes, the dead do stand up and walk.

]]>2967Thu, 23 Jul 2015 15:11:45 +0000Eternity Shard database?http://www.d6online.com/topic/2091-eternity-shard-database/I vaguely recall a website with a page that had a listing of all published Eternity Shards, along with their stats. Does anyone recall this? Is it still around?]]>2091Wed, 06 Apr 2011 04:45:20 +0000Law of Heretical Magic and Demonshttp://www.d6online.com/topic/2962-law-of-heretical-magic-and-demons/Odd question. The Cyberpapal/Magna Verita Law of Heretical Magic gives certain bonuses and penalties to using magic. But if the caster fails the spell too much, a demon appears and attacks/possesses him.

But what if a demon is using magic? Does this aspect just not apply? Do demons appear to harass other demons?

]]>2962Sat, 04 Jul 2015 01:36:06 +0000Performing Miracles in a Very Low Spirit Axiomhttp://www.d6online.com/topic/2956-performing-miracles-in-a-very-low-spirit-axiom/As some may recall, I've incorporated Bloodshadows into my TORG campaign (by renaming Marl as Nolava, home of Basjas and the Gaunt Man's second conquest).

Bloodshadows has potent magic but no miracles. Somebody had done a write-up of Bloodshadows as a TORG setting and had set the Spirit Axiom as 0. I've since realized it must be a 1, since they have the concept of gods and religions. But it requires a minimum of 2 for miracles to be possible at all.

So what happens if:

1) Ord Core Earth priest in a Dominant Zone? Can he call upon the divine at all? Only to affect himself? As normal, so long as he doesn't roll a 1-case?

2) P-Rated CE priest in a Dominant Zone? Pure Zone? With a Talisman or Reality Bubble?

I would assume that the local realities need to not have any overt, visible sign of divine power would supercede the cleric's ability to call upon it. Since the majority of the people around the cleric (Community?) actively don't believe it should work that way.

I skimmed the Reality and Miracles chapters of R&E but couldn't find a ruling. But then again, I missed the part where stormer mages can still cast spells in the Living Land for years.

]]>2956Thu, 28 May 2015 22:17:10 +0000Things Going Very Fasthttp://www.d6online.com/topic/2961-things-going-very-fast/Over on G+, they were talking about the (incorrect) Speed values of the Fast Hero in the Worldbook.

On a whim, I decided to calculate the Speed value of some very fast things.

The Large Hadron Collider throws things around 500 miles in 2.7 milliseconds.

]]>2961Wed, 17 Jun 2015 15:29:01 +0000Newly Discovered Torg Photo I Never Knew Existedhttp://www.d6online.com/topic/2951-newly-discovered-torg-photo-i-never-knew-existed/Been spending the last week and a bit looking through concept art (for various reasons, but all related to Storm Knights). Then, just tonight, I stumbled upon the following Torg photo in the portfolio of a cover artist:

The photo is called “Stormers”, and it was commissioned by Humanoids Publishing (WEG’s owners after the bankruptcy). It has, quite clearly, characters from the Cyberpapacy, Core Earth, Aysle, and the Nile Empire. There is a ruined city in the background, with a storm brewing, and they’ve killed some sort of monster.

Nowhere does it say “Torg”, but the conclusion is clear.

Anyway, check it out. It isn’t the best 3-D cover I’ve ever seen, but I’ve seen far worse. (Recently, in fact. Quite a lot of it.)

And, by way of updates, I am working on the Storm Knights setting and mechanics pretty much full time right now. I don’t have anything post-worthy yet, though I am working on a Tharkold series. As soon as I do, I’ll let fly.

Cheers! : )

]]>2951Sat, 28 Mar 2015 12:35:32 +0000Spells for Nile?http://www.d6online.com/topic/2950-spells-for-nile/Quick question on Spells. Tharkold made a big point to list specific spells from the CRB & Pixauds that are available. I know Orrorsh, for those that practice the (Gaunt Man) hated Four Magics, could theoretically know other spells besides what is in their sourcebook. But Mathematics and Engineering work slightly differently.

Now Engineering is the Arcane equivalent of Weird Science and is mainly used to create Arcane Gadgets - Enchanted Weapons, Tombs from Indiana Jones movies, etc. So I'm not overly concerned about that here.

But Mathematics. There is the handful of spells in the Nile SB, plus Confusion from SKG. And that's it. I could have sworn there was a reference somewhere, that indicated that the CRB spells could be used for Mathematicians (presumably after the GM replaces Backlash with # Planets). But I can't find that anywhere. Can anyone shed some insight?

I've been building my own set of rules for use with my "Storm Knights" campaign, as well as a few original settings. On its own, I call the rule set ∞ Infinity, but here I'll just refer to it as Storm Knights.

Storm Knights is an Action Movie system, true to the fast pace and kinetic scenes of the very best action movies. Die Hard, The Expendables, and John Wick are all direct inspirations.

As the setting can involve characters from several RPG genres interacting at the same time, the rules must support this. Magic, miracles, pulp powers, and so forth will all be part of the system, eventually.

The last design constraint is this: I’m building it to be backwards compatible with Torg. Storm Knights mechanics are built so people can easily translate equipment and characters from Torg.

So, design guidelines:

1 Action Movie RPG system

2 Trans-genre mechanics

3 Backwards compatibility

The game is being designed to match these requirements.

I’ll start with actual mechanics next post.

]]>2943Mon, 15 Dec 2014 14:34:43 +0000possible errata - shotgunhttp://www.d6online.com/topic/2940-possible-errata-shotgun/Most 12 gauge shotguns are D17. Atcheson 12 is Automatic, which should mean Dmg+3/20. But it is listed at 19 in R&E, and 22 in KPW. This looks like an error.]]>2940Mon, 01 Dec 2014 05:03:21 +0000World Laws of a Steampunk Realityhttp://www.d6online.com/topic/2932-world-laws-of-a-steampunk-reality/On The Origin of World Laws

[Victoria, pt. 1]

Way back in Ye Ancient of Days (before I ever ran Torg) I ran a single session of DC Heroes, set in my own future of the DC Universe, after The Dark Knight Returns. The PC's were the new Justice League, intent on restoring the forgotten virtues of the League.

Immediately after the new League's first battle — with a half-dozen color coded hardsuited minor league supervillains — the PC's looted the unconscious bodies of their enemies and gave one powered suit to the PC who'd spent all of his points on mental stuff. I just looked at them, stunned.

"Have any of you read comics before?" End of that campaign.

Kill-and-loot is apt for D&D (and, frankly, most other RPG's) but it's not appropriate for a superhero game. That's not how superheroes act.

World Laws exist for this very reason: to give mechanical structure to "how people act" in a Reality. They also exist to say how the universe itself acts.

In Storm Knights, Reality is a state of mind for existence — it fosters appropriate behaviors, tools, and events. It also inhibits inappropriate behaviors, tools, and events. It does this through the mechanics of disconnection, through the mental influence a Reality exerts over alien characters, and through the mechanics of its World Laws.

Each Reality has a different mindset. The action-adventure of the Nile is different from the primitive dangers of the Living Land, which is different from the post-apocalyptic savagery of Tharkold.

World Laws are a large part of establishing and maintaining this mindset. Picking appropriate World Laws (and Axioms) is of critical importance, it's the foundation the rest of the Reality is built on and the easiest way to ensure players and GM's understand what the cosm should be.

The World Laws themselves rest on the key themes of the Reality. In fact, they exist to implement those themes in game mechanical terms. To build appropriate World Laws, you have to begin by selecting appropriate themes.

Victoria is my Steampunk Reality, with all that implies. Built by revamping Gaea, home cosm of the Victorians, it's a crucial part of Storm Knights. I'll talk about the themes of Victoria, and how they were translated into World Laws, next message.

]]>2932Wed, 27 Aug 2014 07:27:59 +0000http://www.d6online.com/topic/2860-quotstorm-knightsquot-rule-system/As most of you know, I've long been building a revamped Torg setting I call "Storm Knights". Initially, I intended to run this with a house-ruled Torg system. As the years have gone on, I found out a custom-tailored system would serve my needs better. Thus, my own little action-movie RPG system.

So, in the hopes of getting some feedback and providing other Torg players with inspiration or perhaps an entire set of Torg-friendly rules, I've decided to post the latest version of the "Storm Knights" rule set. (In a couple of places. Apologies.)

If you have any comments or any suggestions, feel free to toss them in. I may not change anything, but I will always listen.

You should know this: I'm not trying to sell this as "better than Torg". I love Torg, the game, and Torg, the system. I think that, with one addition, Ks. Jim's 1.5 is the pinnacle of the classic mechanics.

I just wanted to take some of the same concepts in a new design direction. (See next post.) Let me know what you think.

Before I begin, I just want to say thanks to the following people (in no particular order):

My " 'No' Men": “winston inabox”, John McGlynn, and Glen Taylor. Powerful people are surrounded by Yes Men, who tell them every utterance is solid gold. I'm fortunate to have found a few No Men, people willing to spend some of their scant time reading and commenting on my stuff, and tell me when I'm wrong. My game has been much improved thereby.